Portable Game Controller Settings

ABSTRACT

A player of a video game, whether a freestanding system or an online gaming platform, is able to customize game controller behavior based on his/her preference, regardless of the particular game controller he/she is using. A game controller settings store is provided for storing customized game controller mappings. The game controller settings store is separate from the game controller and is accessible using different game controllers, so that a player can leave his/her game controller at one location and use a different game controller, at a different location, while still having access to the his/preferred customized mappings.

TECHNICAL FIELD

The present disclosure relates generally to game controllers havingcustomizable settings.

BACKGROUND

Game controllers, such as joysticks and the like, are typically employedby a user to input commands and information to gaming software that isbeing executed locally on a game console, or remotely, on a server, overa network. The commands that the user inputs through the game controllermay be employed by the gaming software to manipulate an object that isbeing displayed to the user. An example of this is a car racing game, inwhich the game controller is used to steer a displayed race car along adisplayed racetrack.

A game controller typically has a multiplicity of buttons, switches,knobs and the like that are actuatable by the user for issuing thedesired commands. In the race car game example, a left button of thegame controller can initiate a left turn, while a right button caninitiate a right turn. A right upper button can accelerate the car, anda right lower button can decelerate it. Further, a side button canrestart the game, and another side button can pause it, while stillother buttons and switches can turn on or off various game effectsrelating to sounds, vibrations, visual effects, and so on. Buttons mayalso be used to fire projectiles or bullets at other cars, depending onthe type of game. They may also be used to input information, duringappropriate modes, such as customization mode. Such information caninclude the user's name or pseudonym and the like.

The effect of the buttons, switches and knobs of the game controller istypically dictated by the gaming software and is specific to theparticular game being played. In some instances, however, the effects ofthese buttons, switches and knobs can be programmable in accordance withuser preference. A left-handed player who may thus prefer the reverseconfiguration of a right-handed player, for some or all of the gamecontroller buttons, switches and knobs, may be able to program thecontroller so that its buttons, switches and knobs produce differenteffects than a default configuration more suitable to a right-handedplayer. For instance, the left-handed player may prefer that projectilefiring be initiated using a left-side button rather than a right-sidebutton. Once customization is completed, the game can be played, and thecontroller will behave in the programmed fashion in accordance with theuser preference. Such a configuration may be stored by the gamecontroller for retrieval when the player activates that particular gamewith that particular game controller. The programming typically requiresa specially-designed, programmable controller that the user isrestricted to if customized controller settings are desired. In otherwords, the user must bring the programmable controller with him/her whenchanging play locations, such as from his/her own house to that of afriend or other location.

Because of the popularity and ubiquity of computer games, a player oftenhas the opportunity to play the same game at various differentlocations—the player's own house, the house of a neighbor, or a publiclocation, for instance—using the same or a different game controller ateach location. In the case of the different game controller, that gamecontroller may be the same model that the player is accustomed to, andtherefore have the same button, switch and knob layout, or it can bedifferent model with a different layout. In any case, it would bedesirable for the player to preserve the preferred button behavior for agame controller, regardless of which game controller is being used,regardless of the platform (that is, host game console or remoteserver), and regardless of the particular game that is being played. Ineffect, it would be desirable to have portable game controller settingsthat a user can apply irrespective of location, game controller,platform, gaming software, or other constraints.

Overview

As described herein, a gaming system includes a controller settingsstore configured to store mapping information that maps an input set ofgame controller commands to an output set of game controller commands,the mapping information being configurable by a user, and a processorconfigured to run gaming software based at least partially on the outputset of game controller commands.

Also as described herein, a gaming system includes a translatorconfigured to convert a set of game controller commands issued by a gamecontroller to a set of translated commands, and a processor configuredto run gaming software based on the game controller commands in a firstmode, and based on the translated commands in a second mode.

Also as described herein, a method for implementing game controllermapping information portability includes generating mapping informationthat maps an input set of commands for a first game controller to anoutput set of commands for the first game controller, and applying themapping information to a second game controller to map an input set ofcommands for the second game controller to an output set of commands forthe second game controller.

Also as described herein, a device for implementing game controllermapping information portability includes means for generating mappinginformation that maps an input set of commands for a first gamecontroller to an output set of commands for the first game controller,and means for applying the mapping information to a second gamecontroller to map an input set of commands for the second gamecontroller to an output set of commands for the second game controller.

Also as described herein, a device includes a program storage devicereadable by a machine, tangibly embodying a program of instructionsexecutable by a machine to perform a method for implementing gamecontroller mapping information portability, the method includinggenerating mapping information that maps an input set of commands for afirst game controller to an output set of commands for the first gamecontroller, and applying the mapping information to a second gamecontroller to map an input set of commands for the second gamecontroller to an output set of commands for the second game controller.

BRIEF DESCRIPTION OF THE DRAWINGS

The accompanying drawings, which are incorporated into and constitute apart of this specification, illustrate one or more examples ofembodiments and, together with the description of example embodiments,serve to explain the principles and implementations of the embodiments.

FIG. 1 is a schematic diagram of a gaming system 100 in which a computergame can be played over a network.

FIG. 2 is a block diagram of an exemplary electronic entertainmentsystem as may comprise a typical console.

FIG. 3 is a block diagram of one embodiment of the main memory of anexemplary electronic entertainment system.

FIG. 4A is a block diagram showing an example mapping for a ten-buttoncontroller.

FIG. 4B is a diagram of the ten-button controller of FIG. 4A.

FIG. 4C is a diagrammatical view of example input-to-output gamecontroller command mappings as implemented by the mapping information,with the input set of game controller commands being re-mapped as toachieve the output set.

FIG. 5 is a block diagram of main memory of a remote server such asserver 110 of FIG. 1.

FIG. 6 is a flow diagram showing the general manner in which mappinginformation is used in a gaming session.

FIG. 7 is a diagrammatical view of a console shown to include a slot forinsertion of a readable media bearing device.

FIG. 8 is a diagrammatical view of a console equipped with a wirelessantenna for receiving mapping information from a cellular telephone.

FIG. 9 is a block diagram showing re-mapping performed by a translatordevice interposed between a controller and gaming software.

DESCRIPTION OF EXAMPLE EMBODIMENTS

Example embodiments are described herein in the context of devices,system of computers, servers, and software. Those of ordinary skill inthe art will realize that the following description is illustrative onlyand is not intended to be in any way limiting. Other embodiments willreadily suggest themselves to such skilled persons having the benefit ofthis disclosure. Reference will now be made in detail to implementationsof the example embodiments as illustrated in the accompanying drawings.The same reference indicators will be used to the extent possiblethroughout the drawings and the following description to refer to thesame or like items.

In the interest of clarity, not all of the routine features of theimplementations described herein are shown and described. It will, ofcourse, be appreciated that in the development of any such actualimplementation, numerous implementation-specific decisions must be madein order to achieve the developer's specific goals, such as compliancewith application- and business-related constraints, and that thesespecific goals will vary from one implementation to another and from onedeveloper to another. Moreover, it will be appreciated that such adevelopment effort might be complex and time-consuming, but wouldnevertheless be a routine undertaking of engineering for those ofordinary skill in the art having the benefit of this disclosure.

In accordance with this disclosure, the components, process steps,and/or data structures described herein may be implemented using varioustypes of operating systems, computing platforms, computer programs,and/or general purpose machines. In addition, those of ordinary skill inthe art will recognize that devices of a less general purpose nature,such as hardwired devices, field programmable gate arrays (FPGAs),application specific integrated circuits (ASICs), or the like, may alsobe used without departing from the scope and spirit of the inventiveconcepts disclosed herein. Where a method comprising a series of processsteps is implemented by a computer or a machine and those process stepscan be stored as a series of instructions readable by the machine, theymay be stored on a tangible medium such as a computer memory device(e.g., ROM (Read Only Memory), PROM (Programmable Read Only Memory),EEPROM (Electrically Eraseable Programmable Read Only Memory), FLASHMemory, Jump Drive, and the like), magnetic storage medium (e.g., tape,magnetic disk drive, and the like), optical storage medium (e.g.,CD-ROM, DVD-ROM, paper card, paper tape and the like) and other types ofprogram memory.

FIG. 1 is a schematic diagram of a gaming system 100 in which a computergame (or “video game”) can be played over a network. System 100 includesone or more game consoles 102 each connected to a monitor 104 and to oneor more game controllers 106. The monitor 104 may be a CRT (cathode raytube), FPD (flat panel display) or similar visual output, or similardevice configured to graphically display objects on a screen, or toproject objects on a surface such as a wall, as is known in the art. Asexplained in more detail below with respect to FIG. 2, the console 102may include a local processor or similar processing hardware of anycomputational capacity, coupled to other support components such asdedicated co-processors, storage memories, readable media drives, buses,I/O controllers, network interfaces, and the like. Console 102 mayoptionally be connected, over a network 108 (for example the Internet),to one or more servers 110 disposed at a location remote from theconsole, to conduct information exchange therewith according to knownprotocols so that an online gaming session can be executed.Alternatively, console 102 may be a free-standing device requiring nonetwork connections, with the gaming software being run exclusively onthe local processor therein, and the only external connections to theconsole being to a monitor and to the game controllers. Such operationis referred to stand-alone gaming, to be distinguished from onlinegaming. It is also contemplated to connect console 102 with other, localdevices, for example other consoles, either directly or through localnetworks.

FIG. 2 is a block diagram of an exemplary electronic entertainmentsystem 200 as may comprise a typical console such as console 102 above.The terms “electronic entertainment system 200” and “console 102” areused interchangeably herein. The electronic entertainment system 200includes a main memory 202, a central processing unit (CPU) 204, atleast one vector unit 206, a graphics processing unit 208, aninput/output (I/O) processor 210, an I/O processor memory 212, acontroller interface 214, a memory card 216, a Universal Serial Bus(USB) interface 218, and an IEEE 1394 interface 220, although other busstandards and interfaces may be utilized. The entertainment system 200further includes an operating system read-only memory (OS ROM) 222, asound processing unit 224, an optical disc control unit 226, and a harddisc drive 228, which are connected via a bus 230 to the I/O processor210. While the entertainment system 200 is a form of an electronicgaming console as described above, it may alternatively be implementedas a general-purpose computer, a set-top box, or a hand-held gamingdevice. Further, similar entertainment systems may contain more or lessoperating components.

The CPU 204, the vector unit 206, the graphics processing unit 208, andthe I/O processor 210 communicate via a system bus 232. Further, the CPU204 communicates with the main memory 202 via a dedicated bus 234, whilethe vector unit 206 and the graphics processing unit 208 may communicatethrough a dedicated bus 236. The CPU 204 executes programs stored in theOS ROM 222 and the main memory 202. The main memory 202 may containpre-stored programs and programs transferred through the I/O Processor210 from a CD-ROM, DVD-ROM, micro SD device, or other optical disc (notshown) using the optical disc control unit 226. The I/O processor 210primarily controls data exchanges between the various devices of theentertainment system 200 including the CPU 204, the vector unit 206, thegraphics processing unit 208, and the controller interface 214.

The graphics processing unit 208 executes graphics instructions receivedfrom the CPU 204 and the vector unit 206 to produce images for displayon a display device such as monitor 104 (FIG. 1). For example, thevector unit 206 may transform objects from three-dimensional coordinatesto two-dimensional coordinates, and send the two-dimensional coordinatesto the graphics processing unit 208. Furthermore, the sound processingunit 224 executes instructions to produce sound signals that areoutputted to an audio device such as speakers (not shown).

A user of the entertainment system 200 provides instructions via thecontroller interface 214 to the CPU 204. For example, the user mayinstruct the CPU 204 to store certain game information on the memorycard 216 or instruct a character in a game to perform some specifiedaction. Other devices may be connected to the entertainment system 200via the USB interface 218 and the IEEE 1394 interface 220.

FIG. 3 is a block diagram of one embodiment of the main memory 202 ofFIG. 2. The main memory 202 is shown containing a game module 300 whichis loaded into the main memory 202 from an optical disc in the opticaldisc control unit 226 (FIG. 1), although the loading can be from othermedia readers, or by a download from a remote server over the Internet,or by download from local devices directly or over a local network, asexplained above. The game module 300 contains instructions executable bythe CPU 204, the vector unit 206, and the sound processing unit 224 ofFIG. 2 that allow a user of the entertainment system 200 (FIG. 2) toplay a game. In the exemplary embodiment of FIG. 3, the game module 300includes data storage 302, an action generator 304, a characteristicgenerator 306, and a data table adjuster 308.

In one embodiment, the action generator 304, the characteristicgenerator 306, and the data table adjuster 308 are software modulesexecutable by the CPU 204. For example, the action generator 304 isexecutable by the CPU 204 to produce game play, including charactermotion and character response; the characteristic generator 306 isexecutable by the CPU 204 to generate a character's expressions asdisplayed on a monitor (not shown); and the data table adjuster 308 isexecutable by the CPU 204 to update data in data storage 302 during gameplay. In addition, the CPU 204 accesses data in data storage 302 asinstructed by the action generator 304, the characteristic generator306, and the data table adjuster 308.

Also contained in main memory 202, as seen in FIG. 3, is a controllersettings store 310, which contains mapping information enablingcustomized mapping of game controller buttons based on user preference.The mapping information can be input by a user into controller settingsstore 310 in any convenient manner, such as through the game controller106, through transfer from another local or remote device via directconnection, wirelessly, local network, USB or Internet. The mappinginformation can also be input into controller settings store 310 by wayof a readable medium on which the mapping information is stored. Thereadable medium can be any of the media that are readable by theelectronic entertainment system 200, such as CD-ROM, DVD-ROM, micro SDdevice, or other optical disc type device.

The mapping information in controller settings store 310 is notnecessarily game-specific, but can instead be applicable to a variety ofgames that may share some common commands. It will be appreciated thatwhile mapping information is shown as stored in main memory 202 (FIG. 2)of electronic entertainment system 200, it can also be stored in otherlocal storage devices, such as a hard disk drive 228, which may beinternal or external. In addition, since the mapping information is notgame-specific, its storage in locations other than that of electronicentertainment system 200 is contemplated. Examples of such otherlocations include, but are not limited to, any of the readable mediadescribed above, such as CD-ROMs, DVD-ROMs, micro SD devices, or otheroptical discs, magnetic disks and related media.

The mapping information can additionally or alternatively be stored in aremote memory device, such as a memory of remote server 110 in FIG. 1,or similar memory device, such as a hard disk drive, associated with theremote server. The mapping information can then be accessed over thenetwork 108 from any one of the multiple consoles 102 of a system suchas system 100 in FIG. 1. In this manner, the user gains portability ofthe customized game controller settings and independence from the gamecontroller and console, so that the user no longer needs to bringhis/her own game controller and/or console to each location at whichhe/she wishes to play.

FIG. 4A is a block diagram showing an example mapping 400 for aten-button controller 402 illustrated in FIG. 4B. The buttons ofcontroller 402 are divided into three clusters: right, center and left.The four buttons of the right cluster are labeled 1 _(R), 2 _(R), 3 _(R)and 4 _(R). The two buttons of the center cluster are labeled 1 _(C) and2 _(C). The four buttons of the left cluster are labeled 1 _(L), 2 _(L),3 _(L) and 4 _(L). The mapped functionalities of these buttons are shownin FIG. 4A. FIG. 4C provides a diagrammatical illustration of exampleinput-to-output game controller command mappings as implemented by themapping information, with the input set of game controller commandsbeing re-mapped as indicated to achieve the output set. It is notnecessary that all controller buttons be mappable, and controllers withmore or less than ten buttons are contemplated. The term “button” isbeing used herein to refer to buttons as illustrated, but can also referto switches, knobs, joysticks and the like (not shown), withoutlimitation. FIG. 4B also shows a biometrics reader 404 and a readablemedia slot 406, discussed in greater detail below.

FIG. 5 is a block diagram of main memory 500 of a remote server such asserver 110 of FIG. 1. Main memory 500 includes various modules that areaccessed and run by the server CPU (not shown) during an online gamingsession. Among these are game modules labeled Game Module 1, Game Module2 through Game Module N, and a user account module 502 that may beassociated with a specific user. User account module 502 is used tostore for instance an authorized games list 504 to which the user mayhave access, since the remote server may control and manage multipleaccounts of multiple users. User account module 502 also storesauthentication information of the user, to ascertain the user's identityand restrict access. The authentication information is stored in anauthentication information module 506 and can include a user name orpassword through which access to the specific user account is gained.Alternatively or in addition, user biometric information can be used toprovide access to the account. Such biometric information can beobtained through a sensor (404, FIG. 4; 704, FIG. 7) provided on thegame controller or the console, or a stand-alone biometric sensor (notshown). The biometric sensors 404, 704, can be one or more fingerprintreaders configured to extract fingerprint information unique to a user,or retinal or facial scanners, or similar devices.

Returning to FIG. 5, user account module 502 also includes controllersettings store 508 containing game controller mapping informationcustomized by the user based on his/her own preferences. Thus, once theuser is authenticated, either through name and password or throughbiometric information or through any other authentication protocol, theuser's mapping information stored in controller settings store 508 isautomatically retrieved for implementation, with or without promptingfrom the user, in the manner detailed below. The mapping information caninitially be input into controller settings store 508 in any convenientmanner, such as locally through a game controller and console 102 at anylocation, then uploaded over the network 108 to the server 110.Inputting through the console 102 does not have be performed via a gamecontroller, however, as other means are contemplated, including but notlimited to a readable medium on which the mapping information can bestored. The readable medium can be any of the media that are readable byelectronic entertainment system 200, such as CD-ROM, DVD-ROM, micro SDdevice, or other optical disc type device. A slot (702, FIG. 7)providing access to a reader (not shown) can be provided on the console.The mapping information can also be transferred from one console orportable device to another by way of a direct connection, wirelessly, bylocal network, USB or Internet, then uploaded to the remote server 110.In addition, while storage at the remote server site is shown to be mainmemory 500, other storage means are contemplated, including dedicatedstorage servers (not shown) at the same or a different physical orvirtual location, hard disk drives that are optical or magnetic, or thelike, and these can be at the same or a different physical or virtuallocation as the remote server 110.

FIG. 6 is a flow diagram showing the general manner in which mappinginformation is used by the CPU of either server 110 in a remote onlinegaming session, or of game console 102 in a stand-alone gaming session.CPU 602 interacts with and runs gaming software 604 during gameoperation. CPU 602 receives user input 606, provided through a gamecontroller (not shown). CPU 602 accesses mapping information 608 andinterprets the user input 606 based on this mapping information. Thisinterpretation is used in conjunction with the gaming software 604, andis used to generate game effects 610 that are output by the CPU 602. Inthis manner, the mapping information 608, which is based on userpreference, is used to determine the gaming effects 610.

As explained above, the mapping information can be stored eitherlocally, in main memory 202 (FIG. 2) of electronic entertainment system200 or similar local storage, or it can be stored remotely, in a memoryof remote server 110 or like device. It is also contemplated that themapping information can be stored in the game controller itself, or in aportable memory format such as a writable disk, a micro SD, flash memorystick, or the like, that the user can transport to the differentlocations at which he or she wishes to play. The user then provides thisinformation to a suitably-equipped controller or console into which theportable memory device is docked so that the desired controllerconfiguration can be implemented. Controller 102 shown in FIG. 4 thuscan include a slot 406 into which a portable memory device is insertedfor reading by a reader (not shown) in the console for extraction of themapping information. Similarly, with reference to FIG. 7, adiagrammatical view of a console 102 is shown to include a slot 702 forinsertion of a readable media bearing device, such as a microSD deviceor similar memory card. The readable media bearing device contains thegame controller settings customization information as described herein.The console 102 also includes a biometric reader 704, which can forinstance read the user's fingerprint and perform an authenticationanalysis to ascertain an authorized user. Alternatively, it can beretinal scanner configured to extract unique user-identifying retinalinformation.

It is also possible to package the mapping information as a code wordthat the user can input at the beginning of play. That code word can bea shorthand representation of the some or all of the preferredcontroller settings for the user. The code word is then keyed into theconsole or remote server, for example using the game controller in acode word entry mode, for deciphering by the console or remote serverand deriving the mapping information and controller settings therefrom.This would eliminate the need for the user to bring his/her own gamecontroller, and/or have to rely on an expensive programmable gamecontroller. As an example, a 16-button controller would use 8 bytes ofstorage per configuration, easily represented by 16 hexadecimal digits,each digit reflecting one nibble. The buttons could be mapped with thefollowing code word:

0×1032345789ABCDEF  (1)

Referring to the legend in Table 1, it can be seen that the code word(1) above reflects the switching of the “up” button to down, and the“left” button right. This is indicated, in the code word, by thereversal of the “1” and “0”, and reversal of the “3” and “2”.

TABLE 1 Button-to-Hex Digit Legend Up (0) Down (1) Left (2) Right (3) L1(4) L2 (5) L3 (6) R1 (7) R2 (8) R3 (9) Square (A) Triangle (B) Circle(C) Square (D) Select (E) Start (F)

In accordance with one aspect, the mapping information is stored in aportable electronic device, for example a PDA (personal digitalassistant), cellular telephone, laptop, notebook, or the like, and thentransmit this information wirelessly, for example by Bluetooth™, to aconsole or game controller that the user wishes to use. In this manner,the user only needs to bring his/her portable electronic device, againobviating the need for the user to bring his/her own game controller,and/or have to rely on an expensive programmable game controller. Such aconfiguration is shown in FIG. 8, which depicts a console 102 equippedwith a wireless antenna 802 for receiving the mapping information from acellular telephone 804.

FIG. 9 relates to another aspect in which re-mapping is performed by atranslator device interposed between the controller and the gamingsoftware and external to the other modules and components of the system.As shown in the block diagram of FIG. 9, a translator device 902 isprovided between a game controller 106 and gaming software 904. Thegaming software 904 may be resident on either the console 102 or theremote server 110, as described above. Translator 902 intercepts gamecontroller commands from game controller 106, maps these commandsaccording to user preference, then outputs the appropriate translatedcommands to the gaming software 904 for implementation by the processor.The manner in which the commands are translated is determined by theuser in a programming stage in which the user enters the mapping he/shewishes to be implemented. It will be appreciated that in this manner theprocessor would have two operational modes: one in which the translatoris used and the commands from the controller are translated to othercommands based on user preference, and the other in which the translatoris absent and commands from the controller are acted upon directly. Inthe first operational mode, the console or entertainment system need notnecessarily be aware of the re-configuration of the button inputs—itsimply receives the outputs from the translator and acts on these as ifthey were being provided by the console, even though they are actually are-mapping of the users input to the controller.

In a wired embodiment, translator 902 would receive a USB cable or thelike from the game controller 106, and would then couple to the console102 via a second USB-type connection or the like. In a wirelessembodiment, translator 902 would have a wireless transceiver (not shown)for receiving commands wirelessly from game controller 106, and fortransmitting translated versions of these commands wirelessly to theconsole 102. Of course either of these two wireless paths can instead bewired, so that only one wireless path existed. Moreover, while thediscussion relates to information (commands) passing in one direction,from the controller to the gaming software, it is contemplated thatbidirectional information exchanges take place. In addition, whiledescribed in terms of a physical component interposed between thecontroller and console, it should be recognized that the translator 902can be a software or code module or the like, for instance disposed inthe main memory of the console and possibly as part of the specificgaming software.

In some situations, a user may not be familiar with a particulargame—for example, upon initial purchase or subscription—and thereforemay not know what the best mapping configuration for that game shouldbe. It would be advantageous in such a situation for the sever 110 toprovide a suggested configuration map, or a choice of maps, for the userto select from. Such suggested mappings may be pre-programmed mappingsets that are associated with the particular gaming software. However,the suggested mappings may also be server-derived recommendations thatare based on a historic information obtained by the server fromexperience with other players. The server can be configured to track themappings of the other players and derive a common set or sets ofmappings which can be offered to a new user to choose from. It is alsopossible use such a preferred set as a default sent when a playerinitially logs on to a gaming session.

While embodiments and applications have been shown and described, itwould be apparent to those skilled in the art having the benefit of thisdisclosure that many more modifications than mentioned above arepossible without departing from the inventive concepts disclosed herein.The invention, therefore, is not to be restricted except in the spiritof the appended claims.

1. A gaming system comprising: a controller settings store disposedremotely from a game controller and configured to store mappinginformation that maps an input set of game controller commands to anoutput set of game controller commands, the mapping information beingconfigurable by a user; and a processor configured to run gamingsoftware based at least partially on the output set of game controllercommands.
 2. The system of claim 1, wherein the game controller iscoupled to a gaming console, and the processor, controller settingsstore and gaming software are disposed in a server that is remote fromthe gaming console.
 3. The system of claim 1, wherein the gamecontroller is coupled to a gaming console, and the processor is disposedin the gaming console, and the controller settings store and gamingsoftware are disposed in a server that is remote from the gamingconsole.
 4. The system of claim 1, wherein the game controller iscoupled to a gaming console, and the processor and controller settingsstore are disposed in the gaming console, and the gaming software isdisposed in a server that is remote from the gaming console.
 5. Thesystem of claim 1, wherein the game controller is coupled to a gamingconsole, and the processor, controller settings store and gamingsoftware are disposed in the gaming console.
 6. The system of claim 1,wherein the game controller is coupled to a gaming console, and thecontroller settings store is disposed in the gaming console, and theprocessor and gaming software are disposed in a server that is remotefrom the gaming console.
 7. The system of claim 1, wherein the gamecontroller is coupled to a gaming console, and the controller settingsstore and gaming software are disposed in the gaming console, and theprocessor is disposed in a server that is remote from the gamingconsole.
 8. The system of claim 1, wherein the game controller iscoupled to a gaming console, and the gaming software is disposed in thegaming console, and the processor and controller settings store aredisposed in a server that is remote from the gaming console.
 9. Thesystem of claim 1, wherein the game controller is coupled to a gamingconsole, and the processor and gaming software are disposed in thegaming console, and the controller settings store is disposed in aserver that is remote from the gaming console.
 10. The system of claim1, wherein the mapping information is provided by way of a computerreadable device selected from a CD-ROM, DVD-ROM, micro SD device,optical device or memory stick.
 11. The system of claim 1, wherein themapping information is provided by way of a code word.
 12. The system ofclaim 1, wherein the mapping information is provided from a portableelectronic device.
 13. The system of claim 1, wherein the portableelectronic device is selected from a PDA (personal digital assistant),cellular telephone, laptop computer or notebook computer.
 14. The systemof claim 1, wherein the mapping information is communicated wirelesslyto the controller settings store.
 15. The system of claim 1, wherein themapping information is a function of historic user preferenceinformation.
 16. The system of claim 1, further comprising anauthentication information module usable by the processor toauthenticate users.
 17. The system of claim 16, wherein theauthentication information module contains biometric informationassociated with a particular user.
 18. The system of claim 17, whereinthe authentication information is selected from fingerprint information,retinal information and facial information.
 19. A gaming systemcomprising: a translator configured to convert a set of game controllercommands issued by a game controller to a set of translated commands;and a processor configured to run gaming software based on the gamecontroller commands in a first mode, and based on the translatedcommands in a second mode.
 20. The system of claim 19, furthercomprising an authentication information module usable by the processorto authenticate users.
 21. The system of claim 20, wherein theauthentication information module contains biometric informationassociated with a particular user.
 22. The system of claim 21, whereinthe authentication information is selected from fingerprint information,retinal information and facial information.
 23. A method forimplementing game controller mapping information portability,comprising: generating mapping information that maps an input set ofcommands for a first game controller to an output set of commands forthe first game controller; and applying the mapping information to asecond game controller to map an input set of commands for the secondgame controller to an output set of commands for the second gamecontroller.
 24. The method of claim 23, further comprising storing themapping information at a location that is different from the location ofat least one of the first and second game controllers.
 25. The method ofclaim 23, further comprising running gaming software, at a location thatis different from the location of at least one of the first and secondgame controllers, based on the mapping information.
 26. The method ofclaim 23, further comprising providing the mapping information to aprocessor that is disposed at a location that is different from thelocation of at least one of the first and second game controllers. 27.The method of claim 23, further comprising storing the mappinginformation on a computer readable device selected from a CD-ROM,DVD-ROM, micro SD device, optical device or memory stick.
 28. The methodof claim 23, further comprising associating the mapping information witha code word.
 29. The method of claim 23, further comprising providingthe mapping information from a portable electronic device.
 30. Themethod of claim 29, wherein the portable electronic device is selectedfrom a PDA (personal digital assistant), cellular telephone, laptopcomputer or notebook computer.
 31. The method of claim 23, furthercomprising wirelessly communicating the mapping information.
 32. Themethod of claim 23, wherein the mapping information is a function ofhistoric user preference information.
 33. The method of claim 23,further comprising associating the mapping information withauthentication information.
 34. The method of claim 33, wherein theauthentication information contains biometric information associatedwith a particular user.
 35. The method of claim 34, wherein theauthentication information is selected from fingerprint information,retinal information and facial information.
 36. A device forimplementing game controller mapping information portability,comprising: means for generating mapping information that maps an inputset of commands for a first game controller to an output set of commandsfor the first game controller; and means for applying the mappinginformation to a second game controller to map an input set of commandsfor the second game controller to an output set of commands for thesecond game controller.
 37. The device of claim 36, further comprisingmeans for storing the mapping information at a location that isdifferent from the location of at least one of the first and second gamecontrollers.
 38. The device of claim 36, further comprising means forrunning gaming software, at a location that is different from thelocation of at least one of the first and second game controllers, basedon the mapping information.
 39. The device of claim 36, furthercomprising means for providing the mapping information to a processorthat is disposed at a location that is different from the location of atleast one of the first and second game controllers.
 40. The device ofclaim 36, further comprising means for storing the mapping informationon a computer readable device selected from a CD-ROM, DVD-ROM, micro SDdevice, optical device or memory stick.
 41. The device of claim 36,further comprising means for associating the mapping information with acode word.
 42. The device of claim 36, further comprising providing themapping information from a portable electronic device.
 43. The device ofclaim 42, wherein the portable electronic device is selected from a PDA(personal digital assistant), cellular telephone, laptop computer ornotebook computer.
 44. The device of claim 36, wherein the mappinginformation is a function of historic user preference information. 45.The device of claim 36, further comprising associating the mappinginformation with authentication information.
 46. The device of claim 45,wherein the authentication information contains biometric informationassociated with a particular user.
 47. The device of claim 46, whereinthe authentication information is selected from fingerprint information,retinal information and facial information.
 48. A device comprising: aprogram storage device readable by a machine, tangibly embodying aprogram of instructions executable by a machine to perform a method forimplementing game controller mapping information portability, the methodcomprising: generating mapping information that maps an input set ofcommands for a first game controller to an output set of commands forthe first game controller; and applying the mapping information to asecond game controller to map an input set of commands for the secondgame controller to an output set of commands for the second gamecontroller.
 49. The device of claim 48, further comprising storing themapping information at a location that is different from the location ofat least one of the first and second game controllers.
 50. The device ofclaim 48, further comprising running gaming software, at a location thatis different from the location of at least one of the first and secondgame controllers, based on the mapping information.
 51. The device ofclaim 48, further comprising providing the mapping information to aprocessor that is disposed at a location that is different from thelocation of at least one of the first and second game controllers. 52.The device of claim 48, further comprising storing the mappinginformation on a computer readable device selected from a CD-ROM,DVD-ROM, micro SD device, optical device or memory stick.
 53. The deviceof claim 48, further comprising associating the mapping information witha code word.
 54. The device of claim 48, further comprising providingthe mapping information from a portable electronic device.
 55. Thedevice of claim 54, wherein the portable electronic device is selectedfrom a PDA (personal digital assistant), cellular telephone, laptopcomputer or notebook computer.
 56. The device of claim 48, furthercomprising wirelessly communicating the mapping information.
 57. Thedevice of claim 48, wherein the mapping information is a function ofhistoric user preference information.
 58. The device of claim 48,further comprising associating the mapping information withauthentication information.
 59. The device of claim 58, wherein theauthentication information contains biometric information associatedwith a particular user.
 60. The device of claim 59, wherein theauthentication information is selected from fingerprint information,retinal information and facial information.